Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
First of all thnks for your kind words.
PRELIMINARY REMARKS
- Make a copy of the file you want to edit and save it somewhere.
- Do the same after you edited the file.
REASON:
The changes will be reverted every time KSE updates Steam will replace it. You will need to replace the file after the update.
Recommendation:
Make a small mod that replaces the original file with the one you edited. This will make the changes persistent.
Yes it is possible. Do the following:
- Open the following file in the KSE mod directory:
common/component_templates
- Comment out all lines that contain the 3 types of Reaper guns with a leading #
- Save the file.
IMPORTANT:
Use Notepad++ or Visual Studio Code (VSC) to edit the files. Don't use any other editor.
Notepad++ will do the job. Imstall VSC if you want to dig deeper into modding.
Notepad++ download link:
https://notepad-plus-plus.org/
VSC download link:
https://code.visualstudio.com/download
My Discord ID is: gage5665
Yes it is. This is due to compatibility reasons.
Noticing Empires with Bioships will build ships right from the get-go.
Empires that are not however, do not build new corvettes and instead will mass build transports. These are normal transports though, and not the Kurogane ATT as one expects.
Disabling Kurogane Expanded will see this behavior stop, with all AI Empires building corvettes to start with, and then making some transports later.
In these tests I did spawn in an empire using the shipset, then swapped to observe mode. Not sure why, but it seems even if the AI cannot build the ATT class, it still seems to think transports are an effective combat ship, and seem to just spam build them up to a point then stop. But the main issue is they won't build any other ships at all.
I noticed this in my more heavily modded games, when noticing even Devouring Swarms just don't have any combat ships either.
Not sure if this just a weird interaction with every DLC out there though.
Hmmm.... I did a full playthrough and several observer games but could not see this behavior. Otherwise I would not have pushed the update.
The AI fleet composition looks typical. Spamming corvettes and cruisers plus battleships. So nothing out of the “ordinary”.
What is true that some empires, especially FEs, start with a bunch of transports but this is beyond my control. The so called “AI” is a bad joke anyway since PDX integrated parts of the AI mods. One issue PDX was not able to solve since the game version 1.0.
I did not buy the last nor the "Weather Channel"- or the "Tamagotchi"- DLC and can't tell if one of those is the cause of the strange behavior you saw.
Quote PDX:
ai_ship_data = {
#For determining how many ships the AI wants. Ships it can't recruit (i.e. missing tech prereqs or fails potential_country or possible_country) are pre-filtered out.
End quote.
According to the above neither KGE nor KSE should affect the AI as they are filtered out.